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37 lines
792 B
GLSL

//*VERTEX*
#version 450
#extension GL_EXT_buffer_reference : enable
layout(binding = 1) readonly buffer positions_buffer
{
mat4 model_matrix[];
};
layout(binding = 0) uniform uniform_per_frame
{
mat4 view;
mat4 proj;
uint shadow_texture_id;
vec3 padding0;
};
layout (location = 0) in vec3 inPos; //12 bytes : 0
layout (location = 1) in vec2 inUV; //8 Bytes : 12
layout (location = 2) in uvec3 inChunkID; //12 Bytes : 20
layout (location = 3) in vec3 inNormal; //8 Bytes : 12
layout (location = 4) in vec3 inBiTangent;
layout (location = 5) in vec3 inTangent;
layout (location=0) out VS_OUT
{
vec2 vsUV;
};
void main()
{
uint chunkid = inChunkID[0];
mat4 model = model_matrix[chunkid];
gl_Position = proj * view * vec4(inPos, 1.0);
vsUV = inUV;
}